// 加入环境光
uniform mat4 uMVPMatrix;
attribute vec3 aPosition;
varying vec3 vPosition;
uniform vec4 uAmbient;
varying vec4 vAmbient;
void main(){
    gl_Position = uMVPMatrix * vec4(aPosition, 1);
    vPosition = aPosition;
    vAmbient =uAmbient;
}





